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General Discussion

Unity download can take all day and is super slow after install

Be warned!

Downloading and installing Unity takes a whole day.

Literally - 16 hours to download the the Unity editor package to Windows.

I already had VisualStudio.Net installed, but it re-downloaded and installed another copy.

Then I take the useless survey and then it comes up with a window with one link for an example project.

I made the mistake of clicking on it and now it's been showing this "Hold on" dialog box for at least 5 hours.

The Mac install was just as bad and I had to use an old 4.2 version because my mac mini is still using Snow Leopard (and doesn't have the hardware requirements to go any further).

It runs so slow on the Mac though I try to move something and it takes 7 minutes just to update the view window after trying to drag something in the sample project.

Even under Windows using an overclocked core i7 CPU with 32GB of ram and the highest end nVidia video card it's so sloooowwww.

I have other 3d software like Maya installed and no other software on my computer runs so slow like this.

If you have a casual interest in using Unity just know to set a lot of time if you have a slow internet connection.

3 Answers

AAAAARRRRGGGHHHH!

Another several hours down the drain but I manage to compile the 4.6 version of the "survival shooter" android unity sample project.

It is also called the "Nightmare" project (which in my mind it has been - a total nightmare).

https://www.assetstore.unity3d.com/en/#!/content/21028

The apk compiles and ADBs over to my android device (where it runs)

but doesn't seem to respond to touch input.

It was a huge apk file though --the largest I've ever compiled(!),

taking several minutes of watching the ddms progress bar ever so slowly work its magic.

I guess know that I understand the workflow (exporting out of unity then

importing the project files and source code into an eclipse workspace), I look for some

simpler games (but still 3D).


Here is the link to the web browser version of it:

https://c3225ff2de9e1035bdb9c02bb5514a8469cd25cc-www.googledrive.com/host/0By8Rb2YGN_4XfldrOU1Cc1FoTkFOXzBlSnZmd3F2OThzZXUxcFJGTmoyeUJCQTkzd2N2QWM/Builds.html

What's interesting (looking at the source code) is that

for some reason movement and health are in different classes (?)

There is a thread that talks about this (and about modularization in Unity coding):

https://www.reddit.com/r/Unity3D/comments/2ltfgm/meta_how_to_think_like_a_unityc_programmer/


I went through these Treehouse courses again,

but it doesn't really explore about creating android unity builds:

http://blog.teamtreehouse.com/beginners-guide-physically-based-rendering-unity

http://blog.teamtreehouse.com/make-loading-screen-unity

http://blog.teamtreehouse.com/use-image-effects-unity

https://teamtreehouse.com/library/unity-basics

https://teamtreehouse.com/library/how-to-make-a-video-game

So I think I'm going to have to bite the bullet and go through these Unity tutorials:

http://unity3d.com/learn/tutorials


Here's something weird --I downloaded the zip file for the "Making loading screen utility blog post

(see link above) and then created a new (empty) project in the Unity Editor.

I unzipped Nick's project ("LoadingScreen") in the same master projects folder as

the new empty project I created "LoadingScreen2".

After the empty project was created/loaded I tried to use the File menu +> Open Scene to open

one of the scenes insides Nick's project and it said "This scene belongs to another project, do

you want to open the scene in that project" --of course I said yes.

Unity shut down and restarted and Nick's project was loaded in the Unity Editor,

but it's only showing one of the two scenes.

Then it said "Opening Visual Studio - This may take a few moments..."

It's been stuck on that screen for at least an hour.

I guess that's NOT the way to load Nick's Unity project.

Hmmmm...

Finally after an hour and a half MonoDevelop Unity (a separte app window from the Unity Editor)

comes up with an error:

"Error while trying to load the project 'C:\Users\Public\Documents\Unity Projects\LoadingScreen\Loading Screen\Loading Screen.CSharp.csproj': Object reference not set to an instance of an object."

After that the Unity Editor crashes and I have to use Process Explorer to kill the MonoDevlop app window which is frozen.

When I restart the Unity Editor it now recognizes Nick's LoadingScreen as a project that can be loaded (which it didn't before).

The other thing that changed is now both scenes are available in the Projects Assets.

There is also a "SceneLoad" asset that has a "C#" document icon.

I make the mistake of clicking on it and it tries to load MonoDevelop again (freezing the Unity Editor

during the half an hour it takes to load).

Are we having fun yet?

I wonder how I could get the Unity Editor to choose VisualStudio.Net to show the C# code instead of that stupid MonoDevelop?

Oh well, I guess enduring lengthy lockups is just part of "learning".

My overall opinion of the Unity Editor - It really sucks!

The user interface is totally non-intuitive. It seems to be poorly setup for mesh building (can't find the ProBuilder "asset" anywhere in the free edition).

There is no obvious way to quickly and easily bring in Maya or Blender 3D mesh objects into a Unity Scene

and the Unity Editor doesn't seem to have any C# intellisense, but awkwardly relies on the hideously

bad (and slow loading) MonoDevelop to even edit a single line of code

(where is Sublime plugin for Unity Editor when you need it?)


I can see I'm going to have to spend a lot of time in the Unity Asset store trying to download

whatever I can to patch this pre-beta version (version 5.3 of Unity --no, more like alpha version 0.053)

of Unity until I have something that marginally works...

A small success - the C# .sln file will load in VisualStudio.Net 2015 community edition.

It shows error on Nick's project source code:

"C:\Users\Public\Documents\Unity Projects\LoadingScreen\Loading Screen\Assets\SceneLoader.cs(51,32,51,65): warning CS0618: 'Application.LoadLevelAsync(int)' is obsolete: 'Use SceneManager.LoadSceneAsync'"

How do I work with Unity scene assets inside of VS.Net though?

Somehow I don't know if I'm really making forward progress..

==Disconnecting the linkage between Unity Editor and MonoDevelop ==

After you get the "Visual Studio 2015 Tools for Unity" re-downloaded (and in my case Repair-ed)

https://visualstudiogallery.msdn.microsoft.com/8d26236e-4a64-4d64-8486-7df95156aba9

Then the instructions for setting the Unity Editor to use VS.Net 2015 instead of MonoDevelop)

are on this MSDN page:

https://visualstudiogallery.msdn.microsoft.com/8d26236e-4a64-4d64-8486-7df95156aba9

Basically the instructions are:

Configure Unity Editor to use Visual Studio Tools for Unity

To enable your project to use Visual Studio Tools for Unity, just set Visual Studio as its external script editor. In the Unity Editor, on the main menu, choose Edit, Preferences; then, in the Unity Preferences dialog, choose External Tools. Next, set the External Script Editor property to the version of Visual Studio you want to use (Visual Studio Tools for Unity must be installed for this version of Visual Studio) and make sure the Editor Attaching property is set.

To make sure that built-in support for Visual Studio Tools for Unity is now enabled, see the About Unity dialog. In the Unity editor, on the main menu, choose Help, About Unity. If Visual Studio Tools for Unity is installed and correctly configured, you'll see a message displayed in the lower left-hand corner of the About Unity dialog.

Then make sure that the checkboxes for "Development Build" and "Script Debugging" are checked

in the Build Settings window (from inside the Unity editor use

File menu > Build Settings to open this window).

One issue down --1,000,037 more to go..


Another thing --you have to do one other thing to "bridge" between the Unity Editor

and Visual Studio.Net

Inside of the Unity Editor use:

Assets menu => Import Package => "Visual Studio 2015 tools"

This will add a "UnityVS" asset to your Project pane.

There will be two grey folder icon inside this "asset" that you can use

to configure some build config options (when the Unity "build" uses VS.Net).


Wanto know more? Here's the docs page:

http://unityvs.com/documentation/

And if a Unity developer (or forum troll) uses the acronym MEOE, he or she is talking about this:

http://docs.unity3d.com/Manual/ExecutionOrder.html

(I guess for some reason its important to understand this..)